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  1. ok - no it works quite fine it's still black, cauze D3 can't find the skin one problem though - I've no idea how big the table actually is in blender units...cauze when everything is one object blender counts from 1. so this is 0.25..... http://www.dark-project.com/BlackThief/cof...tab_ingame2.jpg
  2. thx sparhawk IT WORKED.........but now Godzilla could eat from it http://www.dark-project.com/BlackThief/table_huge.jpg
  3. lol not sure if I can teach you anything... I've got some trouble uv-mapping the table: (the side-parts aren't that dark, that's a rendering issue) I can't UV-map the table-legs. they're completely black and when I click on them in the "UV face select"-mode my texture is gone in the other window. anyone an idea ? the whole table is one object !
  4. Is there any collaboration going on at all? I ask because the SS team will want to have frob implementation too (DromEd/ShockEd and all that). In fact there are probably quite a few things you guys could share as both teams are making mods that ape the Dark Engine in some way.
  5. Hello guys, I'm Gleemonex, one of the project leaders of Sapphire Scar. I must say, you have some awesome work up here, especially with the maps (which diverge so much from the techno-industrial style of Doom3). One of the other SScar leaders (Yorick) won't be available for a few weeks -- we hope to take a closer look at any possible co-operation at that time. In the interim, I hope you don't mind if I peruse your site to get a feel of what Dark Mod is all about. -Glee
  6. i haven't seen a sample of the scripting language yet, the programing used in dark its beyond me. the languages i refer to are construction, so you set a group of variables and can make complicated if/then/or statements that trigger outputs, set up randomized events by generating numbers and using </> statements to determine effects that this event causes, set up timers all of these very basic things in a script environment. statements are typically written straight forward, so if an item is x a statement could be written so that the user easily defines what happens, if x is present then do this or this, where the or is the action if x is not present. an example can be taken from the soulforge machines in the metal age, if the right ingredients are present the script produces the product, if not then nothing happens. its simple if/then/or but buried under something too difficult to understand by the average user.
  7. We discussed the problem with rough surface normals last night in the IRC, however I noticed another strange problem. this time the texture looks like ass, when its in the shadows - but it doesn't look bad, even if you place the light very close: and now check out this screenshot: http://www.dark-project.com/BlackThief/pavement_test1.jpg the texture looks quite good as long as it is lit properly. in the shadows it looks like it has got a specular - really strange. I made the normal almost completely by hand. cauze of the very rough surface: maybe I should post this problem at D3world.org...
  8. oh, yeah you were right. I must have accidentally put a light half into the ground. that light caused that strange effect. thank you - I was really shocked, cauze first though that my normal caused that. now it looks much better: http://www.dark-project.com/BlackThief/pavement_test2.jpg what do you think - shall I upload the texture to the ftp ? which family ?
  9. 1st ingame test of my framework textures: http://www.dark-project.com/BlackThief/framework_test1.jpg
  10. a new brick-texture (also from the Cloister) http://www.dark-project.com/BlackThief/brick_test2.jpg
  11. lol alright. I just thoght, that it'd be easier for fm-authors to find the corresponding end a wall-texture based on a photo of the cloister: http://www.dark-project.com/BlackThief/old_wall1.jpg it shouldn't be used for large surfaces though, cauze you'll easily see, that it repeats...
  12. everything's one the ftp now (misc/rugs - misc_rugs_runner01_xyz.tga and misc_rugs_runner_end_xyz.tga) another screenie - I added the runner to renz's map: http://www.dark-project.com/BlackThief/test_runner2.jpg
  13. a rug runner I made yesterday: http://www.dark-project.com/BlackThief/test_runner1.jpg
  14. What do you mean by that? And which colour would that be? If there are several light source with different colours which one would you take? I think going for dark gray to bright yellow should be ok.
  15. No machinery on any screen? Regarding the dark window. Don't you think we should use something more explicit? After all the user will be staring on the screen for several seconds. You can try how boring waiting for the load is by just loading the original D3 levels. D3 is not very fast in this regard. Probably a disadvantage of having ASCII data files that must be processed.
  16. Possibly, if we go with the "stained glass" main menu, we could have a stained glass window with a hammer or another symbol that goes from being dark to being bright for our load screen.
  17. another marble floor maybe you could make the floor in the gallery like this, renz: http://www.dark-project.com/BlackThief/floor_test4.jpg
  18. Renz you were right - I'm on a roll new marble texture http://www.dark-project.com/BlackThief/floor_test3.jpg the white line isn't a texture issue - the brushes just don't fit together properly. I've to learn this editor better edit: it's on the ftp now - folder: Dark_Mod/Mansion/Interior/Floor/Marble mansion_mosaic01_d.tga mansion_mosaic01_ed.tga mansion_mosaic01_s.tga mansion_mosaic01_local.tga
  19. new texture (marble border) + test of another rug texture ingame http://www.dark-project.com/BlackThief/texture_test2.jpg
  20. From the old board I liked this propopsal the best. The only thing is that we have to make sure that the compass is still readable when the lightgem is getting dark. Mazbe we can adjust the colours if we can't find some that are suitable for all lighting conditions.
  21. my first texture test in Doom 3. I've put them in Renz room to see how they look ingame. hope you don't mind, renz BTW I put a specular map on the floor-texture http://www.dark-project.com/BlackThief/1st_test1.jpg
  22. Yup, I can confirm that it was a 3D model as well. Before I joined the dark mod I was working on at T2 fan mission. I had been playing with the light gem model in an effort to make a design that was somewhere between T2 and T3.
  23. Not necessarily. I'm sure the FM community at large will be more than happy to build their own custom content. Much better to provide a solid set of IK bones and walk (etc.) animations that can be customised than multiple variations on everything. It is, aftar all a (sort of) fairly streight forward proposition to plonk a crayman model and skin on top of a zombie bone-set and call it a beasticle. I hate to be the nay sayer (again) but we really should be concentrating on getting some basic characters in the Dooooom engine, getting them animated and ironing out all the problems as a priority. Hows about applying some thought to character animation and poses springheel and Darkness Falls. Something a bit like a story board (but for individual actions) that can be used a guide for key frames. How about giving some detail on the existing concepts. Or providing side and front views to make the modelling process that much easier.... Grrr. I really don't like making this point over and over because the concept art that you guys are producing is a treat. They really do look fantastic. But these are parallel tasks that can be taken up at pretty much any point. There are mission critical tasks that need addressing first. err, yeah - anyway. what the other guys have said. The grey and green colours are a bit alien-eseque. Are these things blind/poor sighted or do they have big reflective eyes for seeing in the dark? Big crayfish tenticles would be cool for feeling your way around in the gloom. Spiders. I want Spiders.
  24. The round, star shape with a gem fixed in the center? My suggestion is that it's just a bitmap that is a 3D accellerated sprite. It rotates around, eg. if you face north, the N on the compass will be pointing to the top of the screen. The Gem itself is an animation. The brighter you are lit, the higher frame number used - at the far end of the animation, its fully lit, and at frame 0, its completely dark. Probably the whole compass is the animation, for simplicity. This is the way I think they did it in t2, using an animation, because the light gem has several noticible steps. I mean, you have the noticible steps, which isn't so good, but for simplicity of implementation, I think it's a good idea.
  25. hey thanks for the feed back dark, i appreciate it. those are not final i can fine tune them after we agree if that is a sound we want (i use numerous ways to get my sounds: record myself, use my synth, use some samples and overlap other sounds then loop them too). and that gulp test was just that, a test, the gulp should be done by new horizon anyway, since he is handeling the voices. i would like to atually take the factory one, and add some slight strings or a small piano chord into the mix to add some variety. i also plan on going to my work to record sounds from there in the near future (probably within a month, ill have to get clearence to bring in a mic setup ) thanks again peace LB
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